Intro welcome back to another touch designer tutorial
today we are going to be creating this particle wave we are going to be doing this with
some audio reactive elements we're going to be using some patterns and we're going to be
chopping that into some particles we're going to be using a box as a transform we're going
to create a little standard feedback loop and then also do a lookup to create these colors
so let's do what we do and let's get into it Base Setup all right so let's go out of here
and we are going to create a new base as normal we're going to close this out and
let's recreate everything so the first thing that we need to add is we are going to
continue on kind of how we're doing some of these tutorials is we are going to do an
add point we are going to then add a convert in here is of course I always have to look
for everything and we're going to convert this to particles per point and we're going to
render this as Point Sprites on the end of that we are going to take this into a transform
and we are going to then put this into a no so at the end of our null we are going to create
our typical geometry Network so we're going to start out with our geometry node by right clicking
on the outlet we are then going to add a camera we're going to add our render top and then we are going to add our material
and this time we are going to use Point Sprite again so let's put this on there drag
it over the Geo and then Farm our material and then in here we are going to
put a null at the end of our chain I'm going to name this background so BG and then before that I'm going to right
click on here and then add a transform and in the transform I'm going to change my Alpha
to one comp over background so then we can start to create our background in here have our nice
black background you can see our little point in space right there and then we are going to
in this case I am going to actually add a box and I'm going to put the box into our ad Network
and you can see in here you can see the elements of our box in space right so you can see the
different points the different vertexes in space and that will kind of give us like a little
bit of where we go and how we start this okay Chop Setup so what we want to do here is we're going to
be using chops and in our chops we are going to be selecting a pattern chop so we take this
chop right here and we're going to do a number of things here so in our common we are going to
earn our Channel we are going to rename this as TX and then I'm going to copy this a couple
times here so copy paste copy paste and I just did that so I don't
have to write T I guess but t y and then I'm gonna do t z or t z right
so we have our three different patterns and this is kind of how we're going to draw some
of our particles in space right so we're going to then add a merge we're going to merge all
these three together and the reason we named them t x t y and t z is now we have are points
in space here for our chops as we're going to Chop to Shop transform this we're going to take this and
we're going to add a no on the end of this just to keep things nice and clean and then
we are going to take this and we are going to do a chop to shop right so we're kind
of just setting up this network again and this has a little uh triangle here
it says it's not found that's amazing um and then we have to look in here yes yes t x
t y t z right so what did I do here I name this t with a capital T so there's two things I can
do I can change all these in here or I can go into my chop right here and then change these
elements so I can capitalize this t and I can be capitalized this T and I can capitalize
this t right and then our flag goes away so I would probably do it the other way and
just have the lower case but I'm just showing you two different uh ways to do this right so in
my pattern you saw in the example is I had these Change Pattern waves kind of following so I want to change
this pattern and the first thing this pattern top I'm going to change this to a cosine and
then that gives us this little element right here right and this is going to be the power of
how we're doing things Within These parameter pages over here on the top and these are some
of the adjustments that we are going to make um you know steps per cycle different elements
like that so like right now if I do steps per cycle on this and I change it to one you can see
how our little chop to data is positioning and changing right so let's just leave that off for
a second so I'm going to take that back to zero and we are going to go in some of the different
elements here and we're just going to start to create like our particle Network so we can see
what's happening right so on this chop too I'm going to take that and I'm going to chain or add
that on the tail end of that into our particle right so now our product records are kind
of drawing in space so but we want to see that in everything that's going on over here
right so we want to see how these things are positioning how they're transforming etc
etc so in our friendly instancing tab this is where we start to do the magic right and so
what I'm going to do here is I'm going to take a null on the back end of this in case I add
anything I'm just going to call this position Create Feedback and here I'm then going to take this position and
put into my translate op and I'm going to start to activate these points right position zero P1 P2
so now we have our lines kind of like drawing in space and where things are going and this is some
of the things that the elements that we're going to create and we're going to do our audio reactive
over here right but I also want to because it's fun to look at these lines but I also want to
create like a little feedback network and to start to do that so we have some like depth to the space
so if we go in here we do our normal feedbacks we're going to add a feedback we are going to then
add a uh transform or a level let's do level first and then we're going to do a transform and yes yes yes there it is transform of course
you can always type in the field like I always say I prefer not to there is no reason other than I
guess I just always like to look for these things so uh blur put the blur in here we don't need to
use this right now so I'm just going to kind of push that off and then we're gonna do our standard
like composite here and not the ad so let's do a composite right and we're going to take this we're
going to put it over here we're going to take this we're going to drive it over here we're
going to bring this back into our Network everything is going to turn off because
we don't have it connected gonna bring Create Network this back in the feedback everything starts
Coming Back Drag a comp over our feedback to create our Network and then we're going to
do a couple things so in our transform here we are going to or in our level here sorry
we are going to change your opacity to 0.99 in our comp here we're going to change
this to over so now our lines are coming back in our transform this scale right
here I'm going to change this to 0.9 and 0.9 so now we have like that depth right so
everything's kind of like going down the road um so that makes it fun okay the other thing
too to kind of like give this some color as we Add Lookup play with this is because we're going to kind
of be like adjusting things and how they look is our size wise or our transforms and the rest
but let's give it some color so we're gonna do what is called a lookup and we're going to add our
lookup right there and we are going to do a ramp once I drag this into the ramp you can see that
we can start to like how we're going to color these things but it's black and white so nothing
is happening and so I'm going to start to create like a pattern here and the way in the example
I kind of had like a lot of black space and then some different elements so I'm going to show
you a couple techniques is I'm going to take this I'm going to leave this there and I'm going
to drag this all the way back over to Black then I'm going to add another point in here I'm going
to take this and then draw this to like a blue and then I'm just kind of like eyeing on
what I'm looking at and like what colors I would want per se I'm just going to create
these like different parameters in here and I do this by creating some of these other
points like so I can match some purples um but these points in here too and
you can match like all this data in here to this other point is I'm just trying
to create like more of like a block of color and then like how it kind of spells out right
so so like there's gonna be things within the wave and how they like color and that's why if you
bring some of these things closer Etc um it starts to push off that way right so there is our like
depth of field there is this and maybe I don't need that much black since that's taken away a
lot of the trail I bring this back to the blue and there you go right so we have now if
we're diving into the particles right so Particles if you look at the particles in here we have
all these different values in here like what is the life expectancy of the the particle what
is the variance what is the drag what is the mass um what is the birth count like we only have one
right now right so one particle is kind of being birth the expectancy is three um our mass is
one so I'm going to change these values I'm going to change this to 10. and then I'm
going to change the birth to a thousand right so we have more particles in space I'm going
to change the life expectancy let's say to 100 and my birth count I'm going to change to
a thousand and then I'm going to pulse this right so now we have like particles moving in
space you can see this wonderful geometry right there which is very cool um and we kind of go from
there uh the other thing is within this and this is part since we're talking about particles and
driving audio into particles and how all these different things work is we're going to see you
know what we can do in here and how we can change some forces like some external forces some wind
some turbulence and this is just something that like when you're creating something or you're
looking at a vision like this you just kind of look around and see like what what setting should
I change you know it's it's the art of generative you know kind of real-time Graphics so there's
lots of different things you can do and then a lot of this drive like I said before is where are
these patterns sitting in space you know what's happening with this if I change like the cycle you
know if I'm changing some of these different like phases phases out as a thousand so this will start
to like change some of those elements Okay so when Uniform Scale I have this transform in here too I also added
this and I'm going to change this to your uniform scale to .01 right so now I'm kind of just pushing
that in space and you can see how automatically that switched something too right so things are
moving things are happening but in this I want to change how this is drawn and this is really going
to start with what are these elements here how are they assigned within our pattern and what are we
doing um you know so if I change this to a cosine you know then we're drawing a different
element right so there's different things in here and how those things are are working
out so it's really this is like kind of our our guide per se of like this is what we're trying
to do and this is what we're trying to accomplish and this is the picture we're kind of looking
for is how we position this and again this is just the camera view looking straight over these
particles on the z-axis right that's kind of just you know pushing through there and it's looking
at X and Y is the Crosshair so camera's sitting at zero is just looking down the road so as you
position your camera in the future or you do some some camera movements and things like that
then that would change everything out okay so this is kind of where we go back in and we say
okay what are we looking for in terms of you know a look and maybe we don't need a phase at a
hundred you know so those are different elements and different things we want to do but the other
thing I'm going to do is I'm just going to set up Audio Reactive Network a simple audio reactive Network here and for this
example I'm going to use the the touch designer default file that everybody knows it's using touch
designer it has all the wonderful things I don't need to play the sound here because I really don't
want to listen to it but this is where you could drag in your files drag in your content etc etc
right so we'll just take this turn off the display and we are going to add actually in here we'll
just instead of creating a whole scenario here we're just going to open the palette
we're going to bring in an audio analysis we're going to connect this to this and by
default just so you know this default audio file in is actually sitting inside this audio
analysis uh but we will just keep it how it is right now and just kind of uh you know recreate
things right and kind of move things around so I'm going to do this I'm going to slide this
over I'm going to turn off my palette again and I'm going to create a little chain of
events here so I'm going to do a rename and put that out there I'm going to do a math
so I can increase anything that I would like to and as you see as you start to create
these Networks you're like okay need some more room here I'm going to slide this
baby over and we are then going to do a no so we're going to add the no one
there and what else do we want to add I think that that is okay for now and
I'm just going to rename this to uh term let's see no let's say term and so this is going
to be something that's going to be affecting our turning turbulence oh this is what I want to
do I want to add a select uh I don't know why but I do know why I just like to have everything
clean so I'm going to name this and I'm going to select this as the low value right because I'm
taking a lot of data in here I don't want to see all this stuff and then I can build other select
chains off and do other things right so within Audio Analysis this you can also see with an audio analysis
is we have some different values happening here right and you can see the smoothness the
add the gain the threshold low means that we're selecting it and touch designer to do a great
job of redoing this and making it uh you know more selecting options and things like that so
we want to keep this on but I'm going to take this smooth factor and drive that right because I
don't want to without adding a bunch of lags and other things I just want to have like a smooth
push here and I'm also going to do a little ad so I have like a little bit more you know gain so
you can think of the same thing as if you would think of like an audio land and compressors and
thresholds you know so where is the gain so I'm adding some things I could always do that in
the math down the road but I'm just kind of doing this and I'm just going to then change my
smoothness a little bit more um you know so it's kind of it has some movement to it but it's not
going any it's not doing anything crazy per se Design Changes so back in here before we start kind of changing
this let's make our design a little bit more you know some more things going on here so I'm going
to change the length of this cosine to 2000. and then I am going to let's see
in here I'm going to change this to phase of 1000 maybe that's good maybe change this
to a one nope don't want to do that I'm going to change this to a hundred maybe a thousand um steps
per cycle I'm going to change that out to zero and then in this one going back to the pattern
it's a sign I'm going to change this to 2000. and my phase I'm going to change to a thousand let's see here with the phase I'm trying to
think about how I want to draw this do I want to make exactly the same thing I made before
I don't know so let's see here we have this we have this number of Cycles if we bring that in
there we go we're back to kind of what we did um let's see here chop output our particle
Network let's have some stuff going on it's kind of chaotic um let's let's go back to
our particles here and see what we have here we have ten one thousand let's
change your life expectancy to 10. um let's pulse this and I'm not really liking how
that looks it's not really driving to how I want um but we have to change again some other elements
in here and this is the cool thing too is we could change all kinds of things like in our phase
here this is really the beauty of like how this was being drawn in space right and so how
this this cosine is like moving down the road um so let's do this let's take this and put an
ABS times dot seconds and let's uh yes many years there uh a space so now we have like this drawing
effect right and you can see it moving in the chop can repulse our particle our particles has
some other stuff that's being drawn over it um but we have this cool kind
of like mobile strip effect um and this is all dependent again on like how
these things are reacting with each other right so if we change our phase out and we bring our
phase back down to here let's say this is a zero um and then let's take down this little sign
here and I'm going to divide this by two so we're not moving as fast right and we can kind
of just keep going back from here so our feedback pulse that baby out we can kind of see you know
how things are being drawn again what's happening in the space and then we can still keep messing
with these things in our particles and saying okay what do we have that's happening here and this is
within this little audio reactive I can take this turbulence and I can take this
and bring it over to the Zed whether I want a turbulence or I want a wind
or force and things like that so let's push that and you can see how this is like drawing
within the particle lands and you can see we're starting to like develop some shapes in space
and there's many things going on in here right so we did the feedback loop we did the transforms
you know so these are the powers of like playing with these numbers and really dialing in exactly
what you want as you keep pushing things out so um in our particle let's see let's go back here
oh this one I want to do and my renderer I do want to change uh what this is so I'm
going to change this to 1920 by 1080. right so give it a little bit more resolution
we can add our border here in effect um where is our ramp sitting in space you
know so we could change the phase of the ramp right so we're changing some different
colors some different things uh of course one of my favorites is like changing the period
right so you're giving some other depth in that um but we'll just leave those you know at what
they are for right now but I just want to kind of give you some examples of like how things are
moving in space and then how we can just keep focusing on what we want to do in this situation
all those different elements um the other thing too is within this box I have this ability now
because it's a box in space to like add different elements so I can say here I can draw this as a
four right so I'm given different elements of how that is pushing through space you know what
is happening how those things are operating More Adjustments so back in here let's take let's take some more
adjustments here so we're gonna do this and I'm actually going to take this part out right so I
don't really want that to kind of push through I'm just going to leave this where it is but I'm
going to change this to one and in here I'm going to change these elements again this is cosine
I'm going to change this phase to 1. and it's I'm just looking at these values down here I'm
just looking at this drawing so I'm getting closer to kind of what I had before um one thousand one
one let's say change this phase out to a thousand right so this is this is kind of like the example
is and this is kind of what I was looking for and this is kind of like some of the positional
data and what it's drawing but we can go back into this particle and if you see like this
uh turbulence here I could also do this same value and create some Force to this so if I
take this and drive this into the z-axis of force now it's kind of like organically growing
through space right so I'm pushing those things um even though I named this turbulence I
probably should have named it something else but it's kind of like just going through
there and doing some different things um so this is this is kind of the effect and
this is you know a playground which you can look for and then you just have to keep
thinking of okay what are we doing here like what are some different elements
what are some different steps in here um you know are we are we rendering this as lines
are we rendering this as Point Sprites I prefer Point Sprites for this Behavior particle system
sure attractor points All Points single point as per particle we use points and Loops sure sure
pulse bam see how awesome we had this massive mess and then we adjusted some things and we
pulse this so now we're getting that effect right we're getting this drawing effect we
get this this you know symmetry that's going down and doing those different things so you can
you know when you're building these things out add a keyboard in and you can you know
again assign this to your particle take this keyboard in take this bring it over
here as a pulse every time I hit one I'm pulsing this back out see so this is the the dealing with
particles and dealing with these things this is really where you kind of drawing over space where
particles emitting all those different levels and things like that and that's how you kind of have
to like push and look at things and what you want to do so in this transform let's say we see how
we're pushing in space or we see these different elements with Even in our particles here we can
see that um our forces here we have these numbers right so we're picking up this chop let's say
we want that Force to go the opposite way we hit negative right so now it's pushing it the opposite
way because we're doing this in a different value in a different subset chain right so um within
our ramp you know we do we want this white color at the end we want a different color for that
um you know those are some of the things that you can play with and say nope I want this drawn
a different way so this is kind of the power of creating all these things and really what's making
what's driving again a lot of this is really these patterns and you know that's the benefit of how
we're going to do this and it's really that's the beauty of it is you're creating these things
based on chop patterns um so that should be fun so I think this is a good place to stop and give
everybody the opportunity to create their own artwork why would they always want to recreate
what I do right so here are some elements here's some different things you can do you can always
change out some different geometries and things like that so thanks for joining us for this
uh touch designer tutorial thank you very much